In this related thread from last June, I express my concern over the proliferation of CMake "generators" :<br><a href="http://www.cmake.org/pipermail/cmake/2009-June/029919.html">http://www.cmake.org/pipermail/cmake/2009-June/029919.html</a><br>
<br>I would much prefer to see a "use the existing Visual Studio generator but somehow extend the number of platforms it supports" approach for anything that actually gets committed to the CMake repository.<br><br>
Additionally, it sounds like this approach would be difficult to test in an automated fashion. I suppose we could just test the building of a generated XBox project, but it would be ideal if there were a way to set up an automated dashboard test to prove that the built product runs on the target machine.<br>
<br>Of course, having expressed these doubts/concerns, I must say:<br>It would totally rock to be able to build XBox (and PlayStation and Wii) games with CMake...!!<br><br><br>David Cole<br>Kitware, Inc.<br><br><br><div class="gmail_quote">
On Tue, Jan 19, 2010 at 3:39 PM, David Genest <span dir="ltr"><<a href="mailto:david.genest@ubisoft.com">david.genest@ubisoft.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
> XBox is x86, right ?<br>
<br>
No, it is a Power architecture (PowerPC). But the builds can all be made seamlessly from visual studio.<br>
<div class="im"><br>
> Is this cross compiling, in other words, can executables for the XBox<br>
> be<br>
> executed on the development host ?<br>
<br>
</div>You cannot execute binaries in the development environment; it needs to be copied first to the development console. In a sense it is cross compiling, but managed by Visual Studio. So I don't think it quite fits the cross compiling philosophy of cmake.<br>
<div class="im"><br>
> I haven't read the remainder of your mail closely, but I think you have<br>
> quite<br>
> similar issues to the ones encountered for supporting Windows CE:<br>
> <a href="http://public.kitware.com/Bug/view.php?id=7919" target="_blank">http://public.kitware.com/Bug/view.php?id=7919</a><br>
<br>
</div>I have read the issue.<br>
<br>
The issue poster seemingly had similar problems with the CMAKE_C_STANDARD_LIBRARIES_INIT because he modified it in the presence of a WINCE variable. If I may, I think that windows-cl.cmake is making too much assumptions about what it will build.<br>
<br>
Also, the issue talks about nmake generator, and I have not implemented that yet. I am not yet sure if it is possible.<br>
<div class="im"><br>
> This is currently not progressing because of the way how to find out<br>
> the<br>
> architecture of the most simple program the given compiler has built.<br>
<br>
</div>Correct me if I'm wrong, but in the case of a Xbox 360 build, I think it is sufficient to hard-code the architecture in the generator because the development tools and tool chain are closed and very well integrated with the Visual Studio environment. I would guess that the WinCE generator could make the same assumptions. I am not aware of any way to build for an xbox 360 without visual studio. Of course, this does not help with the problem of finding out the architecture.<br>
<div class="im"><br>
> Can you please check if this is the same issue as yours with the<br>
> Windows-cl-Xbox360.cmake file ?<br>
<br>
</div>The implementation route that the issue poster took is quite similar to mine, but he seems to hardcode more variables. He also sets the CMAKE_SYSTEM_NAME var (to WinCE in his case). The patches submitted are in a kind of a mess. I think that he had the same issues, because windows-cl.cmake unconditionally sets flags that will override what the platform may have set.<br>
<div><div></div><div class="h5"><br>
> Alex<br>
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